Kobold
Level/Size/Type: | Level 1 Small Humanoid |
---|---|
Climate/Terrain: | Temperate swamps and plains, or subterranean |
Frequency: | Common |
Organization: | Tribe |
Activity Cycle: | Day |
Diet: | Carnivore |
Treasure: | |
Number Appearing: | 2-8 (2d4) scouts, 6-36 (6d6) raiders, 30-180 (3d6 × 10) tribe |
Hit Points: | 1d8 (4 hp), 0 regen × 3 rests |
Threshold of Pain: | 2 |
Overwhelming Pain: | 3 |
Strike: | +0 (+1 melee, +3 ranged, 0 magic) |
Damage: | +0 (0 melee, +2 ranged, -1 magic) |
Defenses: | 17, Passive 13, Cel 14, Vgr 9, Spr 9 |
Defense Breakdown: | +2 Agi, -1 Fort, +0 Will, +1 Natural Armor, +2 Leather, +1 Light Wooden Shield, +1 Size |
Speed: | 20 feet |
Initiative: | 1d6+5 |
Attributes: | Str 0, Dex 2, Con 0, Int -1, Wis -1, Per -1 |
Attacks: | Club +3 1d4+2 Standard 5 ft. |
Shortbow +3 1d4+2 Swift 40 ft. | |
Sling +3 1d3+2 Fast 25 ft. | |
Sword, short +1 1d4 Standard | |
Special Qualities: | Darkvision, 120 feet
Disappearance: Once per encounter, a Kobold may turn invisible for up to 10 TC. It may move and attack normally during this time. It can activate this ability at any time, even when it is not its turn. Low-light vision |
Combat
Kobolds employ ambushes and traps whenever possible, and rarely take the fight to their enemies' home ground. They are a cowardly race by nature and almost never fight unless they outnumber their opponents by at least two to one. If the fight seems to be turning against them, they will flee as quickly as possible, using their invisibility if they have not already done so.
Normally, kobolds will reserve their invisibility to escape rather than using it offensively, but if they believe they can make short work of their opponents, then they will turn invisible and attack from behind.
Habitat/Society
Most kobolds live in crude huts built from reeds and scrub brush, readily available in their swamps. Subterranean kobolds prefer cold, damp caves.